#GLOBAL
uniform vec2 Location;
#END

#VS
attribute vec3 Position0;
attribute vec2 Texcoord0;

out vec4 Position_VSPS;
out vec2 Texcoord_VSPS;

void main()
{
	vec3 loc = vec3(Position0.xy + Location, Position0.z);
	gl_Position = Position_VSPS = vec4(loc, 1);
	Texcoord_VSPS = loc.xy;
}
#END

#PS
in vec4 Position_VSPS;
in vec2 Texcoord_VSPS;

out vec4 glFragColorOut[1];

void main()
{
	float dis = distance(Location, Texcoord_VSPS);
	if (.1 - dis < 0.0) discard;

	glFragColorOut[0] = vec4(0, 0, 1, 1);
}
#END

